Information and comments on all Pinnacle original Savage Settings plus our genre-based Companions. Please note the product with an abbreviation in the Subject line (ex. [FC] for Fantasy Companion, [NE] for Necessary Evil, and so on). Note: Deadlands has its own forum below as do licensed settings.

A month or so ago, I decided I wanted to brush up on my JavaScript and learn jQuery while also dabbling with CSS3. As an experiment, I created a Loot Generator based on the tables in the Fantasy Companion. It's also mobile friendly.

Thanks again. Designing two stylesheets for this project was a little bit of a challenge. I kept having to make sure whatever additions I made to the screen stylesheet were added to the mobile version. I also had to make sure to exclude those elements from the print CSS.

In an effort to teach myself more about PHP, I decided I'm going to convert this project to an app that uses PHP for server-side scripting. I also plan to add one more feature left out of the scope of the original version: Cursed Relics! That's right. When the PHP version is finished, you'll be able to include Cursed Relics in your possible results.

77IM wrote:I find it extremely humorous that using PHP causes you to introduce cursed relics. ;}

I could have included it in the JavaScript version, but that would have been a curse in and of itself. Lately, I've been busy with simply converting the scripted tables. I think I might stop midway and use what I've converted so far to build and test functionality, then return to finishing and including the remaining tables.

During the process, I also found a slew of scripting errors pertaining to the logic used. For example, the placement of the script that builds the Attributes for Intelligent Relics caused them to not be saved to the array appropriately, resulting in consistently low die sizes. Now you should be seeing much higher Smarts and Spirit dice.

I haven't created the script for cursed relics yet, and probably won't for some time. Instead, I plan to work on a component that will allow you to save items you've generated to the 'reliquary' with an option to make them public for users to search and browse by type, bonuses, powers, etc.

I might also create an option to submit items that might reflect errors in the script into a 'dump' for review.

I'll be honest, I'm not too keen on the new UI. The consolidated options section is way too long for my taste, but it beats multiple clips/taps to change a binary value that should only require one click.

Please kick the tires as hard as you can and post results here. As I've said in the past, this is a learning exercise for me, so the more mistakes discovered or improvements I can make, the more I learn.

Any chance we can make custom treasure sizes outside of the base four? Basically, I'd just like to be able to write in the formula for the amount of gold and the percentage that there will be a magic item.

Thunderforge wrote:Any chance we can make custom treasure sizes outside of the base four? Basically, I'd just like to be able to write in the formula for the amount of gold and the percentage that there will be a magic item.

That's an interesting idea. It wouldn't be too difficult with a couple of text fields, and that portion of the generation is actually done in javascript on the client side (determines if there's any treasure to generate before calling the rest of the scripts).

Thunderforge wrote:Any chance we can make custom treasure sizes outside of the base four? Basically, I'd just like to be able to write in the formula for the amount of gold and the percentage that there will be a magic item.